After YEARS of hard work, stress, and fun, I am pleased to finaly be able to present the community with "Rise of the Mandalorians", my personal mod for Empire at War, Forces of Corruption. This is a HUGE mod intended to enhance FoC in every way possible by tweaking gameplay, graphics, AI, and so forth. Although this mod has been in development for some time, I am the only person working on it (aside from those who have been kind enough to allow access to their models and particles, thank you!) so there still may be things that need tweaking or fixing. If you like the NJO era than I think this mod will be worth your while. So please give it a try!

Jeff Cheney's "RISE OF THE MANDALORIANS"
A mod for Forces of Corruption

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DESCRIPTION:

This is a HUGE mod intended to better the gameplay of Forces of Corruption by adding new units, tweaking stats of existig units, adding graphical improviments and various other changes. The setting is the era of the New Republic, after the fall of the Empire and just prior to the Yuuzhan Vong invasion. All heroes that would be dead at this time, are dead and can't be used (Don't worry, they have worthy replacements!) All units that would no longer be cannon have been removed (ie: the Death Star and Executor).

To install, simply place the contained folder (RotM) into you Forces of Corruption, root directory "Mods" folder. ie: C:Program FilesLucas ArtsForces of CorruptionMods

If you do not have one of these folders than create it yourself. After placing the contents in the correct place, move to contaned shortcut to your desktop and make sure that the "Target" is located to the place you put the files. The part at the end (MODPATH=ModsRotM) MUST be included in order for the mod to load when the game does.

Simply delete all files to uninstall.

If you have other mod files in your FoC Data folder, these will override anything that's in the Mods folder, so remove them or this mod may not work correctly.

*Rebels now called, New Republic
*Empire now called, Imperial Remnant
*Consortium converted to Mandalorians
*Projectiles have been greatly altered in appearece and power as well as speed
*New particle effects have been added to give the game a more cinematic feel(ie: turbolasers and proton torps. will now explode on impact and LOTS of other stuff
*Powerups now have much subtler particle effects because the old ones detached from the cinematice effect IMHO
*All units have been re-sized to be as accurate as possible without taking up the entire map (or being so tiny that you can't see them)
*Many ship speeds (including hyperspace speeds for GC) have been altered to better reflect their actual speeds
*New music for battles and GC mode
*New voice and sound effects for new units
*HUGE land battle changes. All infantry squads now are broken into individual units. IE: A squad of Storm Troopers will deploy (for an example) 25 troops but each troop is its own entity and can be given seperate orders from the rest of the squad. This also allows for each, individual infantry to have it's own AI rather than the "Schooling" effect that you get when all troops in a squad have to move together. Because of the nature of squads and garrisoning, all untis that can garrison have had a very big increase in the amout of troops they can garrison (as the limit is set by quad and each individual soldier is now considered a squad)
*Lots of re-textures to make them higher-rez (Everything that's in my "Jeff's Texture Pack" series)
*In skirmish, all bombing runs and bombardments are now researched from the Comm. Array (except Mandalorians as their comm. array is part of the Palace). Each faction's air units are built here as well.
*Ground mechanics have been overhauled for realism. Infantry can't get shot over9000 times before finally dieing. It now takes only one or two shots to kill infantry but hand-gun accuraccy has been decreased for balance. Squad size has been increased to help compensate as well. Turrets have been adjusted as well. The Anti-infantry turret is no longer rapid-fire like before but fires only a couple shots at a time. Ground heroes have also been adjusted accordingly so that they aren't completely invinsible.
*In GC, the ability to corrupt planets has been taken away...it was annoying (subsequently. sabotage has been removed as well and that was even more annoying)
*Black Market has been removed. Mandalorians start will all of their tech but must have high startbase levels to build most of it. Most Mandalorian units are expensive to help compensate.
*Max starting credits for skirmish battles has been set to 20,000.
*Max population for space skirmish has been increased.
*AI has been buffed so be ready for longer battles!
*IMPORTANT!!!! In order to access many of the new skirmish space units for Empire and Rebels, you must play a space skirmish on one of the custom maps provided with the mod. This is because when I added the units, there were too many to fit onto the build bar for one space station. Therefore, the Empire and Rebels have had a second space station (of different appearence) added so that the new units can be built and the new station has only been added to my maps...not the vanilla ones.
*MANY other things that I'm either forgetting or Really don't want to explain...

Empire Land-
*AT-PT
*501st Legion(Adv. Stormtrooper Squad)
*Lt. Stalgis(Stormtrooper Commando)
*Darktroopers(Now available without the Ark Hammer as that ship was destroyed by this time...yes, technically the Dark Troopers were too but I didn't want to get rid of them...)

As with all mods; don't take my stuff without permission! If you want to use any of this content, please e-mail me and we can work something out. Not all of this content is mine to give either so contact me and I can tell you who to get permission from if something isn't originally mine.

I am not liable in any way for ANY damage, loss of data, virus, maleware, or any other harm that may come to your computer by using this mod. Though, frankly, if you get any of that from this than I would be very suprised...

*Occasionally, when clicking on the "Single Player" button, they game will jump to the credits screen. Upon exiting the credits, the main menu's background battle will go into skirmish camra mode but it will still be AI controlled and all menu buttons will be gone. The player must restart the game to reset the menu. I have absolutely no idea why it does this so there may never be a fix for it (forunantly it's only happened twice...and I play A LOT!).

*Because the corruption ability has been taken away, the Mandalorians currently have no way to increase credit income besides conquering planets...I'm working on that...

*Major_A_Payne: 1)YT-2000 (Original Mesh and textures created for Star Wars Alliance game. This scratch rebuilt mesh by Major A Payne. Original model used as complete reference with additional corrections aquired from 2d orthorgraphical image done by Lucas (Scifi-Meshes forum registered member). Textures from original version reapplied to this model.)
2)Chiss Clawcraft and TIE Bomber MkII (Original CGI mesh created by Mike Bullian (mikebullian@hotmail.com). Complete mesh rebuild by Major A Payne. Textures from renderings of the Tie Interceptor originally created by James Bassett.)

*Codeuser: For the Sith Fighter and Lictor-class models from Ages of Startwars. Krayt-class Ion-impact particle effect, Reb. Infiltrator model, and land death-clones from the FX mod. and the ATPT model which is used in the latest release of z3r0x's mod.

WHEW! AFTER TWO LOCKS AND A PLETHORA OF FRANTIC RE-WRITES, I DO BELIVE I HAVE PROPERLY GIVEN CREDIT TO EVERYONE! lol. HOWEVER, IF I STILL MANAGED TO MISS YOU THAN PLEASE LET ME KNOW! I AM MORE THAN WILLING TO HAVE FOSH LOCK THIS AGAIN IF NEED BE! YOU PEOPLE NEED YOUR CREDIT :)

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